(Sorry for my bad English) I have a question about maya instancing. 1) For example I have object and instances . 2) How I should add/attach another mesh to my initial object to update every single instance without breaking instance chain? How to do that in a proper way (like in max)? Also I found a strange glitch in maya…
Is there an MCG for 3DSMAX that creates an array of objects? I want to use the new path deform modifier of 3dsmax 2018.2 together with an array MCG modifier and the welder modifier to create a modifiable spline array. * – Create a one-dimensional array of objects (repeat objects) Preferably spacing automatically by the…
You would have to set up the object like a button to enable the object to react to a key press. Eg whe you press the left mouse button to attack. Then you need to right up a script that would enable all sub objects under the prefab to enable a preset up rigged body so that it can rol around n stuff. :D easier said then…
This looks really good! I have a question though that I don't think is worth a new thread. In your scene, for example the wall with the pipes, how many objects are you using? I'm trying to model something similar and I would like to know how I would go about doing it. At the moment I'm making many different objects and…
Hi guys. My apologies if this is the wrong subforum, it's the only one I could find that seemed the most relevant. If anyone's familiar with Tom Shannon's TS Tools for importing Max objects/scenes into UE4, I'm basically trying to modify that to make it a little more "one click solutiony." With the TS Tools you have to…
I have a few models this is starting to happen to me. Once the error message appears, I go to click to find the faces, and max crashes - every single time. The weld idea isnt working on my model. I receive a prompt from max that no vertices were within range. Is there another way to identify the face? This one has me…
Thank you so much for feedback and instructions! Yes, this is Maya and all this rigs used the same setup, to be short its 4 corrective joints for upperarms (to correct forward, back, up and down movement), 2 twist joints for each upperarm and 2 corrective joints for clavicle movement. Mesh proxies also used to make the…
I think Xref Objects are not really well suited for a very complex model/scene. Also, I thought that XRef Objects do not really support updates of the whole file. So for instance when I add some objects in the XREF scene, they are not automatically added to the scene referencing this file. XRef objects support…
Our engine can also mitigate that issue by "glomming", the engine can combine multiple objects with the same material into a single object, thus reducing the number of objects. We manually set which objects can be glommed in max because you only want certain types of objects to be able to be combined. This is a step which…
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